





Experienced something resembling a writer's block these 2 weeks, intended to introduce more content, but there were no sparks. Ultimately I came to the conclusion that I care too much about the results. It creates a certain kind of fear where you're afraid to make mistakes and end up doing nothing at all. Decided to consider the game development like a game itself and just introduce new things, have fun, deal with the aftermath - In the end, managed to break out of that fruitless state on Sunday
Out of all the things I want to add to the game, the "Pokedex"/Monster Achievements-like system was outcome/effort ratio-wise at the top
Internally, each character has it's own internal counter for monster kills. There's a new item called "Tracktrix" - it allows you to see your stats and see the achievements/stat bonuses each monster provides
As an example, if you managed to kill 10,000,000 Goo's - you get +1 permanent speed bonus, unlocked as long as the Tracktrix is in your inventory
Tracktrix curently costs 120M at the Premium Items NPC. Once the Tutorial system is complete, it will be an easy to acquire item - likely through a simple item collection quest (so the plan is to direct new players to this quest via the tutorial)
[ 2019-05-28 13:02:24 CET ] [ Original post ]
- Adventure Land - The Code MMORPG LINUX [141.56 M]
There are no quests, no guides you have to strictly follow to the letter. No objectives either. You can do anything you want. Even farming the lowest monster will yield satisfactory results! You can trade, gamble in tavern, party with friends, pvp solo with your rouge or go after rare loots!
Adventure Land wasn't originally a Code based game, during early development, it ended up a bit like a Clicker MMORPG, simple but fun. Then came Code, to let machines do the clicking! So it's not something extremely complex no one can understand, it's just basic automation!
Mage, Warrior, Rogue, Ranger, Priest and Merchant. All with different, easy to understand, but unique skills. There are no skill trees or the need to pick attributes, it's all automatic to keep things simple. Items provide some depth, and Code adds some variation to the mix.
There's a lot to work on. Daily Events, Paladin Class, Pets, Guilds (or Familias, as they will be small), New Zones, New Items, New Skills. All features are shaped and vetted by the playerbase.
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